/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkBlurMask.h"
#include "SkBlurMaskFilter.h"
#include "SkCanvas.h"
#if SK_SUPPORT_GPU
#include "GrContext.h"
#endif
// Create a black&white checked texture with 2 1-pixel rings
// around the outside edge. The inner ring is red and the outer ring is blue.
static void make_ringed_bitmap(SkBitmap* result, int width, int height) {
SkASSERT(0 == width % 2 && 0 == height % 2);
static const SkPMColor kRed = SkPreMultiplyColor(SK_ColorRED);
static const SkPMColor kBlue = SkPreMultiplyColor(SK_ColorBLUE);
static const SkPMColor kBlack = SkPreMultiplyColor(SK_ColorBLACK);
static const SkPMColor kWhite = SkPreMultiplyColor(SK_ColorWHITE);
result->setConfig(SkBitmap::kARGB_8888_Config, width, height, 0,
kOpaque_SkAlphaType);
result->allocPixels();
SkAutoLockPixels lock(*result);
SkPMColor* scanline = result->getAddr32(0, 0);
for (int x = 0; x < width; ++x) {
scanline[x] = kBlue;
}
scanline = result->getAddr32(0, 1);
scanline[0] = kBlue;
for (int x = 1; x < width - 1; ++x) {
scanline[x] = kRed;
}
scanline[width-1] = kBlue;
for (int y = 2; y < height/2; ++y) {
scanline = result->getAddr32(0, y);
scanline[0] = kBlue;
scanline[1] = kRed;
for (int x = 2; x < width/2; ++x) {
scanline[x] = kBlack;
}
for (int x = width/2; x < width-2; ++x) {
scanline[x] = kWhite;
}
scanline[width-2] = kRed;
scanline[width-1] = kBlue;
}
for (int y = height/2; y < height-2; ++y) {
scanline = result->getAddr32(0, y);
scanline[0] = kBlue;
scanline[1] = kRed;
for (int x = 2; x < width/2; ++x) {
scanline[x] = kWhite;
}
for (int x = width/2; x < width-2; ++x) {
scanline[x] = kBlack;
}
scanline[width-2] = kRed;
scanline[width-1] = kBlue;
}
scanline = result->getAddr32(0, height-2);
scanline[0] = kBlue;
for (int x = 1; x < width - 1; ++x) {
scanline[x] = kRed;
}
scanline[width-1] = kBlue;
scanline = result->getAddr32(0, height-1);
for (int x = 0; x < width; ++x) {
scanline[x] = kBlue;
}
result->setImmutable();
}
// This GM exercises the drawBitmapRectToRect "bleed" flag
class BleedGM : public skiagm::GM {
public:
BleedGM() {}
protected:
virtual SkString onShortName() SK_OVERRIDE {
return SkString("bleed");
}
virtual SkISize onISize() SK_OVERRIDE {
return SkISize::Make(kWidth, 780);
}
virtual void onOnceBeforeDraw() SK_OVERRIDE {
make_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize);
// To exercise the GPU's tiling path we need a texture
// too big for the GPU to handle in one go
make_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize);
}
// Draw only the center of the small bitmap
void drawCase1(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
SkIntToScalar(kSmallTextureSize-4),
SkIntToScalar(kSmallTextureSize-4));
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterLevel(filter);
canvas->save();
canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags);
canvas->restore();
}
// Draw almost all of the large bitmap
void drawCase2(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
SkIntToScalar(fBitmapBig.width()-4),
SkIntToScalar(fBitmapBig.height()-4));
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterLevel(filter);
canvas->save();
canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags);
canvas->restore();
}
// Draw ~1/4 of the large bitmap
void drawCase3(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
SkIntToScalar(fBitmapBig.width()/2-2),
SkIntToScalar(fBitmapBig.height()/2-2));
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterLevel(filter);
canvas->save();
canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags);
canvas->restore();
}
// Draw the center of the small bitmap with a mask filter
void drawCase4(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
SkIntToScalar(kSmallTextureSize-4),
SkIntToScalar(kSmallTextureSize-4));
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterLevel(filter);
SkMaskFilter* mf = SkBlurMaskFilter::Create(SkBlurMaskFilter::kNormal_BlurStyle,
SkBlurMask::ConvertRadiusToSigma(SkIntToScalar(3)));
paint.setMaskFilter(mf)->unref();
canvas->save();
canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags);
canvas->restore();
}
virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
canvas->clear(SK_ColorGRAY);
for (int m = 0; m < 2; ++m) {
canvas->save();
if (m) {
static const SkScalar kBottom = SkIntToScalar(kRow3Y + kBlockSize + kBlockSpacing);
canvas->translate(0, kBottom);
SkMatrix rotate;
rotate.setRotate(15.f, 0, kBottom + kBlockSpacing);
canvas->concat(rotate);
canvas->scale(0.71f, 1.22f);
}
// First draw a column with no bleeding, tiling, or filtering
this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
// Then draw a column with no bleeding or tiling but with low filtering
this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
// Then draw a column with no bleeding or tiling but with high filtering
this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
#if SK_SUPPORT_GPU
GrContext* ctx = canvas->getGrContext();
int oldMaxTextureSize = 0;
if (NULL != ctx) {
// shrink the max texture size so all our textures can be reasonably sized
oldMaxTextureSize = ctx->getMaxTextureSize();
ctx->setMaxTextureSizeOverride(kMaxTextureSize);
}
#endif
// Then draw a column with no bleeding but with tiling and low filtering
this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
// Then draw a column with no bleeding but with tiling and high filtering
this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
// Then draw a column with bleeding, tiling, and low filtering
this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
// Finally draw a column with bleeding, tiling, and high filtering
this->drawCase1(canvas, kCol6X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase2(canvas, kCol6X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase3(canvas, kCol6X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase4(canvas, kCol6X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
#if SK_SUPPORT_GPU
if (NULL != ctx) {
ctx->setMaxTextureSizeOverride(oldMaxTextureSize);
}
#endif
canvas->restore();
}
}
private:
static const int kBlockSize = 70;
static const int kBlockSpacing = 5;
static const int kCol0X = kBlockSpacing;
static const int kCol1X = 2*kBlockSpacing + kBlockSize;
static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize;
static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize;
static const int kCol4X = 5*kBlockSpacing + 4*kBlockSize;
static const int kCol5X = 6*kBlockSpacing + 5*kBlockSize;
static const int kCol6X = 7*kBlockSpacing + 6*kBlockSize;
static const int kWidth = 8*kBlockSpacing + 7*kBlockSize;
static const int kRow0Y = kBlockSpacing;
static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize;
static const int kRow3Y = 4*kBlockSpacing + 3*kBlockSize;
static const int kSmallTextureSize = 6;
static const int kMaxTextureSize = 32;
SkBitmap fBitmapSmall;
SkBitmap fBitmapBig;
typedef GM INHERITED;
};
DEF_GM( return new BleedGM(); )